Nintendo @ E3 - No Direct, Just Zelda Treehouse Stream

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I wonder if the dungeons will be full of compartmentalized ideas, like Galaxy or 3D World, or just kind of random cave variations with the occasional surprise. If they get really creative with the item use and the levels are more like the former, that could be very badass.
 
What if they sprawled underground and could be accessed from multiple points in the world?

I dunno, really. Hopefully there'd be a way to find those exist/entrance points from in the dungeon as well. I bet you the volcano will be one large sprawling dungeon and I'll really want to explore it.
 
I wonder who/What is the companion is this time?

Make it the Old man from Zelda 1
I hope there won't be any companion.

By the way I'm reading the same old Miyamoto hate in the previous pages. I just want to say that ALBW actually came out and the wall mechanic was there and worked perfectly, so what's the matter?
 
i mean it depends on what they mean by mini dungeon

if we are talking like ice cavern or the kakariko well i'm good

even if we are talking about at he mini dungeons in LBW where you basically had one item and it was using it to it's full potential I'm good
 
I like the idea of four major dungeons if executed properly. ALBW was too easy due to it being open ended. If the dungeons are made with a lot of depth in mind to offset the open world then it sounds good to me.

100 dungeons is laughable tho... Even for mini ones. If Nintendo could pull that off then I'll be completely impressed, but I don't see it...
 
Considering everyone and their mother seems to have heard of this rumor, it sounds like the same bullshit as when all those people came out and said "oh man I heard about the next Smash DLC!!!"
 
If they do decide to go with the 100 mini dungeon idea, I just hope they are all well designed with varied environments and a handful of quality bosses thrown in for good measure instead of 100 Skyrim-esque caves with nothing remotely interesting about them that were created just to fulfill a quantity quota.
 
Without getting too spoilery, please--how much of Oil.in 2 is procedurally generated?

Like 50%, but it also inflated the game's length by nearly 50%. It was the longest pikmin game, I think.

Imagine pikmin 1 or 3, but with each map being a bit smaller (not much though? Though maybe less overall maps?) with dungeons you descend into that are procedurally generated . Enemies on each floor and which items you can find are already determined ahead of time. The entrances to the dungeons remain the same as well. But because you HAD to go into these to beat the game they weren't THAT great (they weren't bad, just I preferred the hand-designed content). Now if these had all been optional and strictly for 100% completion, then it would have been better.
 
I like the idea of four major dungeons if executed properly. ALBW was too easy due to it being open ended. If the dungeons are made with a lot of depth in mind to offset the open world then it sounds good to me.

100 dungeons is laughable tho... Even for mini ones. If Nintendo could pull that off then I'll be completely impressed, but I don't see it...

Of those 100 I doubt they'd all be substantial. Even if 10 or 15 are like half a normal dungeon that would be a crazy amount of content. Also, does it say how long those four dungeons are? They could very well be crazy long and require doing some of the smaller dungeons to get the items needed to complete them.
 
Hope they don't spoil any of the 4 main dungeons.
Something like this would be my dream. I'm really a fan of mini-dungeons approach since forever.
 
I like this rumor. ALBW had a few really fun mini-dungeons. I also like the fact that it is kind of like small Mario levels except well integrated in the overworld (Unlike SS)
 
I hope there won't be any companion.

By the way I'm reading the same old Miyamoto hate in the previous pages. I just want to say that ALBW actually came out and the wall mechanic was there and worked perfectly, so what's the matter?

People just want to read what they want to feed their hate.

Miyamoto shot down the 50 mini dungeons using the wall mechanic. He didn't shoot down the wall mechanic itself (obviously). Also, where the heck would they have fit 50 mini dungeons in ALBW?

Some people seem to ignore the fact that directors and producers shoot down ideas all the time.
 
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With the 4 dungeons + 100 mini dungeons thing reminding me of a bigger majora's mask without a time limit (yussssssss), I really really really really want that tablet to be a bomber's notebook 2.0
 
I love the idea of four main dungeons and tons of mini-dungeons. This is exactly what I want — the ability to strike out into the wilderness and uncover all kinds of neat labyrinths hidden amongst the landscape.

If the rumor is real, I'll go from 5% hype to 100% hype.
 
With the 4 dungeons + 100 mini dungeons thing reminding me of a bigger majora's mask without a time limit (yussssssss), I really really really really want that tablet to be a bomber's notebook 2.0
Yes please. Gamepad would work amazingly for that.

I love the idea of four main dungeons and tons of mini-dungeons. This is exactly what I want — the ability to strike out into the wilderness and uncover all kinds of neat labyrinths hidden amongst the landscape.

If the rumor is real, I'll go from 5% hype to 100% hype.
Yeah, I essentially want the overworld to feel like a giant dungeon. ALBW excelled at that.
 
Yeah, I essentially want the overworld to feel like a giant dungeon. ALBW excelled at that.
ALBW basically saved my love of the franchise (while Hyrule Warriors and MM3D reminded me why I loved it in the past). I'm hopeful Zelda WiiU/NX will have the same spirit of exploration and discovery.
 
ALBW basically saved my love of the franchise (while Hyrule Warriors and MM3D reminded me why I loved it in the past). I'm hopeful Zelda WiiU/NX will have the same spirit of exploration and discovery.

The spirit of exploration has been mostly absent since WW on console zeldas, if you ask me.

Ocarina/MM are small by today's standards, but back then they were huge worlds so it still felt like exploring (to me anyway). TP/SS felt like guided trips through hyrule, for the most part. They focused in on the puzzle/dungeon parts of zelda, as well as the story/lore, but they left behind the sense of wonder and mystery and exploration that I loved from the NES days.

Really looking like this game will bring this feeling back.
 
Maybe it's 4 dungeons with several different routes inside?
So, for example, you complete the first dungeon once, noticing several inaccessible areas that you are only able to reach later on. Could lead to some very interesting dungeon/puzzle design.

If dynamic weather is true, I also expect to see some areas/dungeons reliant on the meteorology of Hyrule. Perhaps there's areas that flood with rain, revealing a path, or turbine based gates that only spin and open in high wind.
 
Übermatik;206379573 said:
Maybe it's 4 dungeons with several different routes inside?
So, for example, you complete the first dungeon once, noticing several inaccessible areas that you are only able to reach later on. Could lead to some very interesting dungeon/puzzle design.

If dynamic weather is true, I also expect to see some areas/dungeons reliant on the meteorology of Hyrule. Perhaps there's areas that flood with rain, revealing a path, or turbine based gates that only spin and open in high wind.

Like different branches of the dungeon requiring different items with a final branch requiring all of them to complete? Would be neat but people would complain of having to keep returning to the dungeon. It was a huge complaint in phantom hourglass :p

The 4 + 100 tears down my hopes that this was a zelda 1 remake though :(
 
ALBW basically saved my love of the franchise (while Hyrule Warriors and MM3D reminded me why I loved it in the past). I'm hopeful Zelda WiiU/NX will have the same spirit of exploration and discovery.
I've been a steady fan, but ALBW reminded me of how much better things could be when they reevaluate what a Zelda game truly needs and can abandon to keep the feel of "Zelda." They weren't huge changes, but what little it changed and how tight the dungeon design was really what pushed it into greatness.

I feel like, with that game in mind and what little they've said about not holding to conventions, that this game as the potential to reclaim that feeling of the Zelda series being a forefront in adventure games.
 
I just want those 4 big dungeons to be massive.

Like, you can complete a part of one dungeon, but to get to the other part, you need something else and whatnot.
 
I hope they will fully implement dungeons within the game world. Skyward Sword attempted to do in the SS E3 demo 2010, but only fulfilled half of the promise in the full SS release. Overworld puzzles leading up to the dungeons felt like filler to a lot of people because a significant proportion of those puzzles were not as engaging as traditional dungeon puzzles.

It would fully solve one of Aonuma's comments in his E3 2014 video, in which he wanted a seamless open world, which he commented he failed to do in Zelda WW and other 3D Zelda games.

Imagine walking into the Lost Woods but it is actually a dungeon. Different pathways through the forest could be different alternative paths, which criss cross at certain threshold points. Some paths can only be traversed with certain items in your inventory.

This sounds like development hell from a creative standpoint, but the integrated dungeon idea is something I have always wanted since SS showed a glimpse of this potential design layout in 2010. I have probably repeated this comment at least 10 times over the last few years haha.
 
4 "dungeons" that you beat twice... like skyward sword


lmao.

It's not the worst idea in the world if done correctly, but people sure do hate revisiting ANYTHING in games because it feels like (and usually is) padding.

Now if it were some super metroid level 'oh my god all of this stuff was here all along' then maybe it works, but that's still a lot of extra asset/content generation in the same place (and therefore the same theme/setting). Really hard to do without making people feel like they're backtracking. At that point you might as well just make another dungeon (or several mini dungeons)

I just want those 4 big dungeons to be massive.

Like, you can complete a part of one dungeon, but to get to the other part, you need something else and whatnot.

But then you have to leave and come back, which is no fun. If they can pull it off, then sure? Hard to pull off.

Like i said before, maybe you need 3 items to clear it, and if you find one, you can enter but you can't finish, so you gotta go out, explore, find the other 2. But that's just bad design, I think? Rewards you for finding all 3 before entering but punishes people who only found one and tried to enter.

Maybe if completing a wing tells you where the next item is, it could work? But if you found it on your own or this is you 2nd time through you can just keep playing? That *might* work? People complained about skyward sword making you return to the same place a couple times (even if the objectives/routes changed entirely - they still complained about having to revisit the same environment).
 
Like different branches of the dungeon requiring different items with a final branch requiring all of them to complete? Would be neat but people would complain of having to keep returning to the dungeon. It was a huge complaint in phantom hourglass :p

The 4 + 100 tears down my hopes that this was a zelda 1 remake though :(

I think they could do it in an interesting and innovative enough way to quash those complaints, though. Maybe I'm treating 'dungeons' more like 'environments' in this idea, but I think that could be a possibility (large, open dungeon-like areas) given the scale of the map.

Speaking of which, I just went back to the original play through video from last year and was reminded of just how huge that map was. It's enormous! I do hope they've tweaked the terrain a bit since, though, as some of the geometry in the landscape was noticeably low res.

Which brings me onto this: considering Nintendo's E3 plans this year, the current drought of games and lack of info on NX, I'm convinced that this Zelda title has taken the vast majority of their efforts to develop. Here's hoping it lives up to this assumption!
 
Anything less than 8 dungeons is unacceptable. And the further we stay away from comparisons to Skyward Sword's atrocious dungeon layout the better.
 
I wonder what "weather pattern" means, exactly. Just like... random weather, but more than just sunny, night, raining?
 
Frankly, I doubt they'll be able to create 100 mini dungeons that are interesting unless they go all out with ideas and the kitchen sink which is unlikely to happen because its a Zelda development Cycle and well over half of all ideas get scrapped.

That being said, I do not suspect the 4 big dungeons, frankly, I'm going to guess that they're twice as big as TP dungeons.
 
Part of me hopes everyone is hearing all these rumors from the same source, who is just some Nintendo employee fucking with people and none of it is even remotely true, just so that come Tuesday everyone is completely thrown off and surprised by what is shown and detailed.

This. Many people heard the fake controller rumor from their respective sources, some of then confirmed it and we know how it ended. Not believing this right now no matter how many well-positioned people talk about it: like some people commented, Nintendo don't usually talk about the size of a Zelda game this early and don't make sense to have a world that can be potentially bigger than Xenoblade X's and only four big dungeons as the main quest. If the other 100 mini dungeons are like the ones hidden in TP (North of the bridge, near the lake), they better have good rewards and bosses inside.

And people need to stop comparing it to Majora's Mask and its four dungeons, because that game was a spin-off (in a way), reusing assets from OoT and developed quickly in two years by a smaller team. Also had a focus on the three-day dynamic and a very small overworld.

Aonuma is selling this game to us like the "ultimate Zelda" so I find hard to believe that this will be like games like Arkham Knight -a kinda short story campaign with very few chapters and tons of secondary stuff and optional quests-. I hope this won't be the approach of the game. I want tons of secondary missions, and secrets everywhere, yes, but I also want a lengthy main quest with 8-12 dungeons doable in any order sans the first and the last one.

BTW, who else thinks the My Nintendo surprise is going to be some downloadable content from the eShop? They're asking us to create a Nintendo Account and linking it to a NNID as a pre-requisite so I don't think it'll be a physical good. I also don't believe it'll be a discount for an existing Zelda game because they are already offering many of them 50% off with the eShop Anniversary thing... I know the idea of a playable demo of Zelda U is a pipe dream, but what else could be given that VC discounts, Miitomo clothes and psychical goods are more or less discarded? Any ideas? :o It'll be something silly I fear, but one can dream...
 
Aonuma is selling this game to us like the "ultimate Zelda" so I find hard to believe that this will be like games like Arkham Knight -a kinda short story campaign with very few chapters and tons of secondary stuff and optional quests-. I hope this won't be the approach of the game. I want tons of secondary missions, and secrets everywhere, yes, but I also want a lengthy main quest with 8-12 dungeons doable in any order sans the first and the last one.

You know the rumor stated there would be 100+ mini dungeons in conjunction with the 4 main ones?
 
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